SMASH PLANETS. Build on other planets. This is still work in progress, and you will see a great deal of iteration in the coming weeks and months. Go forth, Commanders, take over the solar system, fling asteroids at your enemies, dominate the skies.

Borderless full screen now supported! Alt-Enter (rebindable) to enter the mode. The game will now remember window position and what mode you're in - full screen, windowed, window-maximized, etc.

Significant changes to client performance. If you haven't been able to play much, now is a good time to try again and post in our beta forums with details about your experiences, ESPECIALLY if it's worse for you now.

Major overhaul to metal density and clustering. Still very work in progress. Reduces overall metal. The actual placement still needs more iteration, as the current system results in too many unusable metal spots.

Overhaul of the system editor. Play around with it. Much improved flow, saving, loading and customization of planets and solar systems.

Big changes to landing selection. Still a work in progress. Small games should typically guarantee more reliable metal for all. Larger games can still result in limited immediately available metal. This will continue to be iterated.

Major changes to how we use video memory. In most cases, you should see a significant improvement in your video cards memory usage. This helps visuals, frame rate, etc.

Orbital: In addition to units being fleshed out quite a bit, orbital landers now work. With the lander selected, press L to move it to the ground and "load", select the unit you want to load and right click on the lander to get on board (only some units currently support this - land fabs and the commander), then target another body. Keep in mind, celestial travel isn't fast. Plan accordingly! Also, don't let your commander die while on a lander. Game over man! Game over!

The community bug tracker can now be opened in game by selecting Ctrl+F10 (Rebindable)

Water shader has more transparency now. Should make it easier to see some of your underwater units.

Torpedos work now. However, they don't submerge yet.

ENERGY MATTERS. If you are running at an energy deficit, you'll notice stuff that requires energy to work won't, or will work much slower. We don't have specific notifications about this currently, so keep a lot of energy storage or simply don't run negative. You'll regret it.

Features are now destructible. Sorry, you can't see them start on fire yet.

Reclaim, wreckage and overkill are now all using a dynamic system, rather than hard coded numbers. The amount it will take to reclaim a live unit, or wreckage, are components of their total build cost, health and wreckage stability. Fabbers reclaim at a lower rate than they build at.

AI now builds air scouts

AI will seek out targets before sending bomber patrols; It will also wait to send a bombing run until it has enough to do an effective run

AI now builds radar

Significant Balance Changes, most not called out.

Tanks currently can't shoot at air. We're testing this change to see how it feels in comparison.

More units now can be built on land and water ; We don't have a visual way to show this yet

Quite a few pathing fixes to handle all the huge systemic changes we had in September

New version of coherent. There should be far fewer UI crashes. If you see one, please post to our forums or the Steam forums with details.

Client should handle multiple planet UI selection and behavior a bit better. This is still WIP, there are a lot of cases to handle here.

Number of Linux fixes that should get majority of linux users back up and running, through Steam, or directly.

Advanced Tanks are a bit smaller now

Boats are now water depth aware. If it looks like they can't path through an area, they (probably) won't.

Ongoing server performance tweaks and crash fixes. There is still one gnarly one we're trying to track down. The next few builds will include additional logging and ways to help us figure out the exact place. This crash is most often happening when your game has reached the space race phase.

Mac OS/X Ati driver rendering bug - We finally have managed to track down, and fix, the driver bug causing this by working around it in our own rendering engine. This should fix rendering for a lot of people on Mac Book Pro's from 2011, and a number of iMac's from that same era.

Quite a few additional pathing fixes (There are still some unusual naval pathing issues we're investigating)

Linux: Included an Ubuntu 12.04 compat version of libstdc++.so.6 ; Should fix launching with Steam

WASD should now respect when you're chatting, and not try and move the camera

New art for sea energy plant, sea air defense, advanced radar sat

Solar Array can no longer do celestial moves; Currently, too exploitable so you always maintain a healthy chunk of energy economy with no actual risk

Some new lobby hosting that should make AI games much easier to create! Also better support for building multiplayer games that have pre-defined AI slots, including pre-built Player vs AI team games

More stability, performance and bug fixing; We had a few late fixes come in today, so you may see another very small build increment over the weekend. The changes will be minimal if so.

Zoom in the system editor should behave like normal once more

Air focused AIs should once again build more than one factory

More adjustments to orbital strat icons ; still WIP, but should be easier to manage your orbital units

Quite a few additional naval and land pathing fixes; Barring new reports, most of the major pathing issues should be resolved; please report if you find new ones, especially if they're happening a lot or are easy to reproduce

A lot more back end work for stability, performance and overall game experience. There is at least one known server crash related to moving units through the celestial/deep space. We're still looking for a 100% repro, however If you find something you're doing crashes your server every time, please let us know on the forums!

We have changed how games load - as soon as a lobby is hosted, the game server starts preparing the planet, both on the server and locally. If you notice "Connect to server" taking a little while, be patient. When you get into the lobby, you should see a status light on the solar system info that changes from red to yellow to green. Once it's green, if everyone is ready, you should see the game start very quickly.

Significant changes to building placement code ; you should see fewer false positives on placement, as well as more accurate information when getting invalid/red placement warnings

Confirmation buttons exist now for: Leave a game lobby, leave a live game, quit the program

Default game type switched back to FFA from Vs. AI

Changes to lobby layout

Max planet sizes are now clamped to 1200 for gameplay ; you can make bigger planets, but we need more work before we can unlock play on larger planets

Start zone sizing should now be accuratley represented

Ongoing work on the pathing

AIs build defenses more

AIs now will update their rally points for units being generated

AI should make better use of advanced fabbers again and also build many more advanced factories again

AI can now build defenses in expansion bases

AI can now build advanced mexes on existing basic mexes

Balance Changes:

WIP: Fairly significant changes to naval; this is still very in progress, and only basic units have really been modified yet. Advanced will get a pass next. Too many changes to list individually.

Radar and Advanced Radar can now be built on water

Radar and Advanced Radar require your energy to be at least 90% efficient to operate (If you have 10k power and are using more than approximately 11,000 power, you will stall your radar)

Missile ship's range has been decreased to be more inline with normal tactical missile launcher; Missile ship now also charges more slowly than before. Fire time is still 10 seconds, but if you're running a deficit energy economy, it will slow down your rate of fire.

Tactical Missile Launcher has the same limits as the Missile Ship - stalled energy economy will have more of an impact on it's ability to fire

Ion Defense Cannon: Changes to help make it more accurate (more work is still needed); This unit is NOT designed to take out orbital fighters.

A great many changes in this build are not necessarily obvious simply by looking at the build. A lot of plumbing work and behind the scenes to continue to improve the build, and to prepare for still to come changes. These patch notes do not include all of the many changes in this build.

Fix for new Steam players needing to exit and re-enter the game before they can create or find a match.

Improvements to building placement. More to come on this front.

Significant changes to how information is sent to the client. This should result in significantly reduced network utilization. It has been tested pretty thoroughly by the team, but it's a big change. Please report to the forums if you find strange new behavior you've never seen before. Be as detailed as you can to help us better track down new issues.

Lava planets are currently disabled for play, due to some known pathing / placement issues in relation to having actual lava on them now. You can still build them in the system editor.

Additional client and server crash fixes.

Number of Mac shader and render fixes.

More HDR tuning.

More graphics performance and compatibility work.

AI Performance improvements

AI continues to get smarter, and make better use of existing systems. We will have a way to handicap the AI very soon.

AI now has an economic scale; Once you host an AI game, you have a player and AI economic scale, so you can adjust difficulty for both yourself and for the AI. If you want to pure sandbox, you can set the AI to 0. This is a temporary way to provide an AI difficulty slider until we get more robust lobby options in place.

Better information provided now in celestial view for current orbits and interception paths

Laser towers should have an easier time hitting bots now

Metal spots should no longer be destroyable except by asteroid impact.

Quite a few simulation terminated fixes

Units rolling off a factory can no longer be interrupted ; They will finish roll off before starting up their next task

A number of AI improvements: Can now build storage, anti-nukes, mobile aa and mobile artillery; They will more aggressively defend their mexes (metal extractors) with static defenses, and they will be trying to expand more rapidly; In general, they should also get stuck on various tasks much less frequently

Bombers should be able to hit more accurately again. They are not done, but they were a little over broken while we work on carpet bombing functionality.

Orbital Laser now correctly requires energy to function, which means it will slow down the overall speed at which it can fire.

A number of server browser fixes; should see a lot fewer empty/abandoned lobbies. Please post on forums if you're still seeing lots of empty lobbies.

Some fixes for planet smash failing to smash. There were a couple scenarios where you could engage an asteroid, but it would never do antyhing. Hopefully most of these are fixed now. FX playing is still hard on most systems and connections. We're working on it!

Orbital units given appropriate vision in the orbital layer. Should result in smarter behavior where orbital units interact with each other.

Just a reminder: Currently, everyone has access to all commanders. You will not have permanent access to all of them once we have systems in place for that. Never fear, we will continue to have quite a few commanders to select from!

There is a known issue while accessing settings during a live game. Depending on the solar system and your computer, and connection, this can result in a very long delay to rebuild the system before you can play again. We recommend not changing settings during a live game for now. We will be fixing this, but it is an easily avoidable problem, so in the interim, avoid doing this!

Windows Versions: Windows Vista, Windows 7, Windows 8 (64 & 32 bit)

Mac OS/X: 10.7, 10.8 & 10.9

Beta Build: 57449

This is primarily a stability build. We have a bigger feature build we're working hard on. Our plan is next week, before the US Thanksgiving holiday! What's better than too much food and large scale robot war?

Fixes a frequent client crash we've been seeing this week. If you're getting a crash on startup, this should help. Please make sure your drivers are up to date! If you're on a laptop, consider getting the latest beta drivers from AMD or NVidia for your device.

A new tutorial video! Gives a little more detail on getting started. There's a known issue of it playing at 320p, rather than full resolution. We're looking into it.

Lobby Passwords: Long awaited, make sure you can lock down your games to your friends. You'll need to share the password with them of course.

Major start spot and metal placement fixes. Please report if you're still finding significant unbuildable metal spots. Keep in mind, if you have very craggy planets, this can result in anemic start spots in terms of metal.

Numerous Linux Fixes: We've implemented SDL on Linux, which should enable full screen, fix issues with backspace doubling up, and a number of other errant behaviors

A number of server and client crash fixes

Loading screen is back: Should help make it clear when there is loading going on

Support for audio on multiple planets now; Should make planet audio less confusing!

Bombers now use a carpet bombing technique. This will change their overall bombing behavior. Play around with them a bit. This will still require additional tuning, but consider it the first pass. Their numbers have been adjusted quite a bit to take these changes into account.

Interplanetary Nukes - Bodies in orbit can now nuke each other. This is still a work in progress, but we think this feature nicely expands interplanetary warfare.

Orbital Camera Overhaul - We have a new integrated camera with more degrees of freedom and, more importantly, none of the crazy disorientation when zooming in from celestial view. Give it a shot and tell us what you think!

Kick / Kick-Ban - Now you can kick players from your matches. This is a pretty heavily requested feature, so we're stoked to introduce the concept with this update.

Twitch.TV Integration - Now you can stream your matches from in-game! Just sign in to Twitch from the settings menu and start streaming immediately.

Changes To Unit / Building Selection - Complete re-write of selection logic. This is mostly internal, but some behaviors have changed. Let us know which corners we forgot to round off.

Happy holidays, everyone! This year, Santa is bringing you a big bag of new features. Enjoy, and no matter what you celebrate, have fun, stay safe, and fling asteroids at your closest friends and family.

Area Commands: This is a big one! Area Patrol will be coming soon, which (depending on the unit) combines Area Attack, Reclaim and Repair functionality, but persistently. Currently supported are the following:

Area Attack: With unit(s) selected (bombers particularly are great), click and drag on an area you want to attack. All selected units will proceed to attack all available units in the area. If you don't have recon on it, it will simply act as an attack move until it gets vision and will start to area attack.

Area Build: Currently two types of drag build commands exist. Circle for things like power, and line for things like defenses, factories, etc.

Area Reclaim: Unit(s) will find all reclaimable wreckage in the area until all wreckage is gone.

Area Repair: Unit(s) will find all repairable units in the area to repair until nothing needs repairing.

Notification System: This will notify you of important game events, such as structures being completed, incoming attacks, in particular commander under attack, and those other events you really want to know about when you're building up a high speed asteroid to destroy planets with and not paying attention to that planet you've taken over.

Lots of work done on in-game selection logic. It should overall be much easier to select things, and select the things you want now. It does change some behavior though, so play around with it before you go play your ladder games.

Planet Smashing: The paths asteroids take now to smash a planet also looks a lot better. Try it out today! Smash your buddies and laugh!

Interplanetary Nukes: You can now nuke from one moon to another moon orbiting the same planet

Big art changes to Metal planets and new work on the desert biome. Metal planets now can support much smaller metal planets. Big ones remain their normal awesome selves, of course. You can also play on lava planets once again.

Twitch streaming fixes for AMD and for OS/X. There is no Twitch built in support for Linux, as the Twitch API does not support it.

Happy holidays, everyone! This year, Santa is bringing you a big bag of new features. Enjoy, and no matter what you celebrate, have fun, stay safe, and fling asteroids at your closest friends and family.

Fix to OS/X client crashing as soon as you start the game (We think we got most / all occurences of the new crash that appeared last build)

More fixes to try and get nukes, asteroids and other "big splodey" events to show up more reliably for people. Still a WIP.

Area commands will now select the whole world if you drag past the edge. Useful for building up small (or large) planets.

We think most cases of not getting all your commanders spawning in team games has been fixed. Please report on the forums if you find a new 100% repro of this. Gotta squish em all!

Bombers and Advanced Bombers had some pretty big changes made to them. You should try em out. They're awesome.

Twitch.tv and OS/X - Make sure you install SoundFlower if you want audio on your streams! This is a Twitch API requirement, not ours!

Some pretty awesome new FX on the Umbrella and the SXX Orbital Laser.

Quite a few other small fixes since yesterday.

Build 58678 Notes:

Area Commands: This is a big one! Area Patrol will be coming soon, which (depending on the unit) combines Area Attack, Reclaim and Repair functionality, but persistently. Currently supported are the following:
- Area Attack: With unit(s) selected (bombers particularly are great), click and drag on an area you want to attack. All selected units will proceed to attack all available units in the area. If you don't have recon on it, it will simply act as an attack move until it gets vision and will start to area attack.
- Area Build: Currently two types of drag build commands exist. Circle for things like power, and line for things like defenses, factories, etc.
- Area Reclaim: Unit(s) will find all reclaimable wreckage in the area until all wreckage is gone.
- Area Repair: Unit(s) will find all repairable units in the area to repair until nothing needs repairing.

Notification System: This will notify you of important game events, such as structures being completed, incoming attacks, in particular commander under attack, and those other events you really want to know about when you're building up a high speed asteroid to destroy planets with and not paying attention to that planet you've taken over.

Lots of work done on in-game selection logic. It should overall be much easier to select things, and select the things you want now. It does change some behavior though, so play around with it before you go play your ladder games.

Planet Smashing: The paths asteroids take now to smash a planet also looks a lot better. Try it out today! Smash your buddies and laugh!

Interplanetary Nukes: You can now nuke from one moon to another moon orbiting the same planet

Big art changes to Metal planets and new work on the desert biome. Metal planets now can support much smaller metal planets. Big ones remain their normal awesome selves, of course. You can also play on lava planets once again.

Twitch streaming fixes for AMD and for OS/X. There is no Twitch built in support for Linux, as the Twitch API does not support it.